The fields in the table listed below describe the following:
Model – The marketing name for the processor, assigned by Nvidia.
Launch – Date of release for the processor.
Code name – The internal engineering codename for the processor (typically designated by an NVXY name and later GXY where X is the series number and Y is the schedule of the project for that generation).
Fab – Fabrication process. Average feature size of components of the processor.
Bus interface – Bus by which the graphics processor is attached to the system (typically an expansion slot, such as PCI, AGP, or PCI-Express).
Memory – The amount of graphics memory available to the processor.
SM Count – Number of streaming multiprocessors.
Core clock – The factory core clock frequency; while some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by Nvidia.
Memory clock – The factory effective memory clock frequency (while some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by Nvidia). All DDR/GDDR memories operate at half this frequency, except for GDDR5, which operates at one quarter of this frequency.
Core config – The layout of the graphics pipeline, in terms of functional units. Over time the number, type, and variety of functional units in the GPU core has changed significantly; before each section in the list there is an explanation as to what functional units are present in each generation of processors. In later models, shaders are integrated into a unified shader architecture, where any one shader can perform any of the functions listed.
Fillrate – Maximum theoretical fillrate in textured pixels per second. This number is generally used as a maximum throughput number for the GPU and generally, a higher fillrate corresponds to a more powerful (and faster) GPU.2
Memory subsection
Bandwidth – Maximum theoretical bandwidth for the processor at factory clock with factory bus width. GHz = 109 Hz.
Bus type – Type of memory bus or buses used.
Bus width – Maximum bit width of the memory bus or buses used. This will always be a factory bus width.
API support section
Direct3D – Maximum version of Direct3D fully supported.
OpenGL – Maximum version of OpenGL fully supported.
Features – Added features that are not standard as a part of the two graphics libraries.
1 Pixel pipelines: texture mapping units: render output units
All models are made via 220 nm fabrication process
All models support Direct3D 7.0 and OpenGL 1.2
All models support hardware Transform and Lighting (T&L) and Cube Environment Mapping
1 Pixel pipelines: texture mapping units: render output units
All models are made via 180 nm fabrication process
All models support Direct3D 7 and OpenGL 1.2
All models support TwinView Dual-Display Architecture, Second Generation Transform and Lighting (T&L), Nvidia Shading Rasterizer (NSR), High-Definition Video Processor (HDVP)
GeForce2 MX models support Digital Vibrance Control (DVC)
1 Pixel pipelines: texture mapping units: render output units
All models are made via 150 nm fabrication process
All models support Direct3D 8.0 and OpenGL 1.3
All models support 3D Textures, Lightspeed Memory Architecture (LMA), nFiniteFX Engine, Shadow Buffers
1Pixel shaders: vertex shaders: texture mapping units: render output units
All models are manufactured with a 150 nm manufacturing process
All models support Accuview Antialiasing (AA), Lightspeed Memory Architecture II (LMA II), nView
1Pixel shaders: vertex shaders: texture mapping units: render output units
All models support Direct3D 9.0a and OpenGL 1.5 (2.1 (software) with latest drivers)
The GeForce FX series runs vertex shaders in an array
1 Pixel shaders: vertex shaders: texture mapping units: render output units
All models support Direct3D 9.0c and OpenGL 2.1
All models support Transparency AA (starting with version 91.47 of the ForceWare drivers) and PureVideo
1 Pixel shaders: vertex shaders: texture mapping units: render output units
All models support Direct3D 9.0c and OpenGL 2.1
All models support Transparency AA (starting with version 91.47 of the ForceWare drivers)
1 Pixel shaders: vertex shaders: texture mapping units: render output units
All models support coverage sample anti-aliasing, angle-independent anisotropic filtering, and 128-bit OpenEXR HDR.
1 Unified shaders: texture mapping units: render output units
2 Full G80 contains 32 texture address units and 64 texture filtering units unlike G92 which contains 64 texture address units and 64 texture filtering units
3 To calculate the processing power, see Performance.
Compute Capability 1.1: has support for Atomic functions, which are used to write thread-safe programs.
Compute Capability 1.2: for details see CUDA
All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 128-bit OpenEXR HDR
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Tesla (microarchitecture)#Performance.
Compute Capability: 1.1 has support for Atomic functions, which are used to write thread-safe programs.
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Tesla (microarchitecture)#Performance.
All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 240-bit OpenEXR HDR
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Tesla (microarchitecture)#Performance.
Compute Capability: 1.1 (G92 [GTS250] GPU)
Compute Capability: 1.2 (GT215, GT216, GT218 GPUs)
Compute Capability: 1.3 has double precision support for use in GPGPU applications. (GT200a/b GPUs only)
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Tesla (microarchitecture)#Performance.
Memory bandwidths stated in the following table refer to Nvidia reference designs. Actual bandwidth can be higher or lower depending on the maker of the graphic board.
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Fermi (microarchitecture)#Performance.
3 Each SM in the GF100 contains 4 texture filtering units for every texture address unit. The complete GF100 die contains 64 texture address units and 256 texture filtering units. Each SM in the GF104/106/108 architecture contains 8 texture filtering units for every texture address unit but has doubled both addressing and filtering units. The complete GF104 die also contains 64 texture address units and 512 texture filtering units despite the halved SM count, the complete GF106 die contains 32 texture address units and 256 texture filtering units and the complete GF108 die contains 16 texture address units and 128 texture filtering units.
4 Note that while GTX 460's TDP is comparable to that of AMD's HD5000 series, GF100-based cards (GTX 480/470/465) are rated much lower but pull significantlly more power, e.g. GTX 480 with 250W TDP consumes More power than an HD 5970 with 297W TDP.
6 The 400 series is the only non-OEM family since GeForce 8 not to include an official dual-GPU system. However, on March 18, 2011, EVGA released the first single-PCB card with dual 460s on board. The card came with 2048 MB of memory at 3600 MHz and 672 shader processors at 1400 MHz and was offered at the MSRP of $429.
7 The GeForce 405 card is a rebranded GeForce 310 which itself is a rebranded GeForce 210.
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Fermi (microarchitecture)#Performance.
3 Each SM in the GF110 contains 4 texture filtering units for every texture address unit. The complete GF110 die contains 64 texture address units and 256 texture filtering units. Each SM in the GF114/116/118 architecture contains 8 texture filtering units for every texture address unit but has doubled both addressing and filtering units.
4 Internally referred to as GF104B
5 Internally referred to as GF100B
6 Similar to previous generation, GTX 580 and most likely future GTX 570, while reflecting its improvement over GF100, still have lower rated TDP and higher power consumption, e.g. GTX580 (243W TDP) is slightly less power hungry than GTX 480 (250W TDP). This is managed by clock throttling through drivers when a dedicated power hungry application is identified that could breach card TDP. Application name changing will disable throttling and enable full power consumption, which in some cases could be close to that of GTX480.
7 Some companies have announced that they will be offering the GTX580 with 3GB RAM.
9 1024 MB RAM on 192-bit bus assemble with 4 × (128 MB) + 2 × (256 MB).
1 Unified shaders: texture mapping units: render output units
2 The GeForce 605 (OEM) card is a rebranded GeForce 510.
3 The GeForce GT 610 card is a rebranded GeForce GT 520.
4 The GeForce GT 620 (OEM) card is a rebranded GeForce GT 520.
5 The GeForce GT 620 card is a rebranded GeForce GT 430 (DDR3, 64-bit).
6 The GeForce GT 630 (DDR3, 128-bit, retail) card is a rebranded GeForce GT 430 (DDR3, 128-bit).
7 The GeForce GT 630 (GDDR5) card is a rebranded GeForce GT 440 (GDDR5).
8 The GeForce GT 640 (OEM) card is a rebranded GeForce GT 545 (DDR3).
9 The GeForce GT 645 (OEM) card is a rebranded GeForce GTX 560 SE.
10 To calculate the processing power see Kepler (microarchitecture)#Performance, or Fermi (microarchitecture)#Performance.
The GeForce 700 series for desktop. The GM107-chips are Maxwell-based, the GKxxx-chips Kepler.
1 Unified shaders: texture mapping units: render output units
2 Max Boost depends on ASIC quality. For example, some GTX Titan with over 80% ASIC quality can hit 1019 MHz by default, lower ASIC quality will be 1006 MHz or 993 MHz.
3 Kepler supports some optional 11.1 features on feature level 11_0 through the Direct3D 11.1 API, however Nvidia did not enable four non-gaming features to qualify Kepler for level 11_1.
4 The GeForce GT 705 (OEM) is a rebranded GeForce GT 610, which itself is a rebranded GeForce GT 520.
5 The GeForce GT 730 (DDR3, 64-bit) is a rebranded GeForce GT 630 (Rev. 2).
6 The GeForce GT 730 (DDR3, 128-bit) is a rebranded GeForce GT 430 (128-bit).
7 The GeForce GTX 740 (OEM) is a rebranded GeForce GTX 650.
8 The GeForce GTX 760 Ti (OEM) is a rebranded GeForce GTX 670.
9 To calculate the processing power see Maxwell (microarchitecture)#Performance, or Kepler (microarchitecture)#Performance.
The GeForce 900 series for desktop. The GM20x chips are Maxwell-based.
1 Shader Processors: texture mapping units: render output units
2 Pixel fillrate is calculated as the number of ROPs multiplied by the base core clock speed
3 Texture fillrate is calculated as the number of TMUs multiplied by the base core clock speed.
4 To calculate the processing power see Maxwell (microarchitecture)#Performance.
6 For accessing its memory, the GTX 970 stripes data across 7 of its 8 32-bit physical memory lanes, at 196 GB/s. The last 1/8 of its memory (0.5 GiB on a 4 GiB card) is accessed on a non-interleaved solitary 32-bit connection at 28 GB/s, one seventh the speed of the rest of the memory space. Because this smaller memory pool uses the same connection as the 7th lane to the larger main pool, it contends with accesses to the larger block reducing the effective memory bandwidth not adding to it as an independent connection could.
The 900 series miss some fundamental DX12 features like e.g. Resource binding Tier 3, Asynchronous Compute, shader intrinsic functions, Asynchronous shaders, ETC.
The GeForce 10 series for desktop. The GP10x chips are Pascal-based.
1 Shader Processors: texture mapping units: render output units
2 Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
3 Texture fillrate is calculated as the number of TMUs multiplied by the base core clock speed.
4 To calculate the processing power see Pascal (microarchitecture)#Performance.
5 SLI HB only supports a maximum of 2-way SLI using SLI HB bridges, however if using traditional SLI bridges it can support a maximum of 4-way SLI but the performance mostly improves in synthetic benchmarks only.
6 As the GTX 1070 has one of the four GP104 GPCs disabled in the die, its frontend is only able to rasterize 48 pixels per clock. Analogically, the GTX 1060 features only two GPCs on its GP106 die, meaning that its frontend can only rasterize 32 pixels per clock. The remaining backend ROPs can still be used for tasks such as MSAA.
7 The performance of FP16 is half of the performance of FP64. There is only 1 FP16x2 core for every 128 FP32 cores.
The 10 series miss some fundamental DX12 features like e.g. Resource binding Tier 3, Asynchronous Compute, shader intrinsic functions, Asynchronous shaders, ETC.
Supported display standards are: DP 1.4, HDMI 2.0b, Dual link-DVI
All models are manufactured with a 180 nm manufacturing process
All models support Direct3D 7.0 and OpenGL 1.2
1Pixel shaders: vertex shaders: texture mapping units: render output units
All models are made via 150 nm fabrication process
1Pixel shaders: vertex shaders: texture mapping units: render output units
The GeForce FX Go 5 series for notebooks architecture.
1 Vertex shaders: pixel shaders: texture mapping units: render output units
* NV31, NV34 and NV36 are 2×2 pipeline designs if running vertex shader, otherwise they are 4×1 pipeline designs.
** GeForce FX series has limited OpenGL 2.1 support(with the last Windows XP driver released for it, 175.19).
All models support Direct3D 9.0c and OpenGL 2.1
1 Pixel shaders: vertex shaders: texture mapping units: render output units
The GeForce Go 7 series for notebooks architecture.
1 Vertex shaders: pixel shaders: texture mapping units: render output units
2 Graphics card supports TurboCache, memory size entries in bold indicate total memory (graphics + system RAM), otherwise entries are graphics RAM only
The GeForce 8M series for notebooks architecture Tesla.
1 Unified shaders: texture mapping units: render output units
The GeForce 9M series for notebooks architecture. Tesla (microarchitecture)
1 Unified shaders: texture mapping units: render output units
The GeForce 100M series for notebooks architecture. Tesla (microarchitecture) (103M, 105M, 110M, 130M are rebranded GPU i.e. using the same GPU cores of previous generation, 9M, with promised optimisation on other features)
1 Unified shaders: texture mapping units: render output units
The GeForce 200M series is a graphics processor architecture for notebooks, Tesla (microarchitecture)
1 Unified shaders: texture mapping units: render output units
The GeForce 300M series for notebooks architecture, Tesla (microarchitecture)
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Tesla (microarchitecture)#Performance.
The GeForce 400M series for notebooks architecture, Fermi (microarchitecture)
1 Unified shaders: texture mapping units: render output units
2 To calculate the processing power see Fermi (microarchitecture)#Performance.
3 Each SM in the GF100 also contains 4 texture address units and 16 texture filtering units. Total for the full GF100 64 texture address units and 256 texture filtering units. Each SM in the GF104/106/108 architecture contains 8 texture filtering units for every texture address unit. The complete GF104 die contains 64 texture address units and 512 texture filtering units, the complete GF106 die contains 32 texture address units and 256 texture filtering units and the complete GF108 die contains 16 texture address units and 128 texture filtering units.
The GeForce 500M series for notebooks architecture.
1 Unified shaders: texture mapping units: render output units
The GeForce 600M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle.
1 Unified shaders: texture mapping units: render output units
The GeForce 700M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle.
1 Unified shaders: texture mapping units: render output units
The GeForce 800M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle.
1 Unified shaders: texture mapping units: render output units
The GeForce 900M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle.
1 Unified shaders: texture mapping units: render output units
The GeForce 10 series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle. Some implementations may use different specifications.
Unified shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
* NV31, NV34 and NV36 are 2×2 pipeline designs if running vertex shader, otherwise they are 4×1 pipeline designs.
1 Vertex shaders: pixel shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
2 Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1 Unified shaders: texture mapping units: render output units
4 Each SM in the Fermi architecture contains 4 texture filtering units for every texture address unit. Total for the full GF100 64 texture address units and 256 texture filtering units
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
2 Unified shaders: texture mapping units: render output units
* NV31, NV34 and NV36 are 2×2 pipeline designs if running vertex shader, otherwise they are 4×1 pipeline designs.
1 Specifications not specified by Nvidia assumed to be based on the GeForce 8800GTX
2 Specifications not specified by Nvidia assumed to be based on the GeForce GTX 280
3 Specifications not specified by Nvidia are assumed to be based on the GeForce 400 series
4 With ECC on, a portion of the dedicated memory is used for ECC bits, so the available user memory is reduced by 12.5%. (e.g. 4 GB total memory yields 3.5 GB of user available memory.)
5 To calculate the processing power see Tesla (microarchitecture)#Performance, Fermi (microarchitecture)#Performance, Kepler (microarchitecture)#Performance, Maxwell (microarchitecture)#Performance, or Pascal (microarchitecture)#Performance. A number range specifies the minimum and maximum processing power at, respectively, the base clock and maximum boost clock.
6 Specifications not specified by Nvidia assumed to be based on the Quadro FX 5800
7 GPU Boost is a default feature that increases the core clock rate while remaining under the card's predetermined power budget. Multiple boost clocks are available, but this table lists the highest clock supported by each card.
8 Core architecture version according to the CUDA programming guide.
For the basic specifications of Tesla, refer to the GPU Computing Processor specifications.
Due to Tesla's non-output nature, fillrate and graphics API compatibility are not applicable.
Early mobile Quadro chips based on the Geforce2 Go up to Geforce Go 6. Precise reliable statistics on early mobile workstation chips appear to be scarce and conflicting between Nvidia press releases and product lineups with GPU databases.
1 Vertex shaders: pixel shaders: texture mapping units: render output units
2 Unified shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1 Unified shaders: texture mapping units: render output units
2 Each SM in the Fermi architecture contains 4 texture filtering units for every texture address unit
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
1 Vertex shaders: pixel shaders: texture mapping units: render output units
2 Unified shaders: texture mapping units: render output units
1Unified shaders: texture mapping units: render output units
Data from GRID GPUS
GRID GPUs were succeeded by Tesla GPUs
1 Pixel shaders: vertex shaders: texture mapping units: render output units